CSE2-tweaks/src/ArmsItem.cpp

661 lines
15 KiB
C++

// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK.
//
// The original code belongs to Daisuke "Pixel" Amaya.
//
// Modifications and custom code are under the MIT licence.
// See LICENCE.txt for details.
#include "ArmsItem.h"
#include <string.h>
#include <string>
#include "WindowsWrapper.h"
#include "CommonDefines.h"
#include "Draw.h"
#include "Escape.h"
#include "Game.h"
#include "KeyControl.h"
#include "Main.h"
#include "Pause.h"
#include "Shoot.h"
#include "Sound.h"
#include "TextScr.h"
ARMS gArmsData[ARMS_MAX];
ITEM gItemData[ITEM_MAX];
int gSelectedArms;
int gSelectedItem;
int gCampTitleY;
/// True if we're in the items section of the inventory (not in the weapons section) (only relevant when the inventory is open)
BOOL gCampActive;
BOOL gbInfiniteAmmo;
int gArmsEnergyX = 16;
void ClearArmsData(void)
{
#ifdef FIX_BUGS
gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData)
#endif
gArmsEnergyX = 32;
memset(gArmsData, 0, sizeof(gArmsData));
}
void ClearItemData(void)
{
memset(gItemData, 0, sizeof(gItemData));
}
BOOL AddArmsData(long code, long max_num)
{
// Search for code
int i = 0;
while (i < ARMS_MAX)
{
if (gArmsData[i].code == code)
break; // Found identical
if (gArmsData[i].code == 0)
break; // Found free slot
++i;
}
if (i == ARMS_MAX)
return FALSE; // No space left
if (gArmsData[i].code == 0)
{
// Initialize new weapon
memset(&gArmsData[i], 0, sizeof(ARMS));
gArmsData[i].level = 1;
}
// Set weapon and ammo
gArmsData[i].code = code;
gArmsData[i].max_num += max_num;
gArmsData[i].num += max_num;
// Cap the amount of current ammo to the maximum amount of ammo
if (gArmsData[i].num > gArmsData[i].max_num)
gArmsData[i].num = gArmsData[i].max_num;
return TRUE;
}
BOOL SubArmsData(long code)
{
// Search for code
int i;
for (i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == code)
break; // Found
#ifdef FIX_BUGS
if (i == ARMS_MAX)
#else
if (i == ITEM_MAX) // Wrong
#endif
return FALSE; // Not found
// Shift all arms from the right to the left
for (++i; i < ARMS_MAX; ++i)
gArmsData[i - 1] = gArmsData[i];
// Clear farthest weapon and select first
gArmsData[i - 1].code = 0;
gSelectedArms = 0;
return TRUE;
}
BOOL TradeArms(long code1, long code2, long max_num)
{
// Search for code1
int i = 0;
while (i < ARMS_MAX)
{
if (gArmsData[i].code == code1)
break; // Found identical
++i;
}
if (i == ARMS_MAX)
return FALSE; // Not found
// Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon.
gArmsData[i].level = 1;
gArmsData[i].code = code2;
gArmsData[i].max_num += max_num;
gArmsData[i].num += max_num;
gArmsData[i].exp = 0;
return TRUE;
}
BOOL AddItemData(long code)
{
// Search for code
int i = 0;
while (i < ITEM_MAX)
{
if (gItemData[i].code == code)
break; // Found identical
if (gItemData[i].code == 0)
break; // Found free slot
++i;
}
if (i == ITEM_MAX)
return FALSE; // Not found
gItemData[i].code = code;
return TRUE;
}
BOOL SubItemData(long code)
{
// Search for code
int i;
for (i = 0; i < ITEM_MAX; ++i)
if (gItemData[i].code == code)
break; // Found
if (i == ITEM_MAX)
return FALSE; // Not found
// Shift all items from the right to the left
for (++i; i < ITEM_MAX; ++i)
gItemData[i - 1] = gItemData[i];
gItemData[i - 1].code = 0;
gSelectedItem = 0;
return TRUE;
}
/// Update the inventory cursor
void MoveCampCursor(void)
{
BOOL bChange;
// Compute the current amount of weapons and items
int arms_num = 0;
int item_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
while (gItemData[item_num].code != 0)
++item_num;
if (arms_num == 0 && item_num == 0)
return; // Empty inventory
// True if we're currently changing cursor position
bChange = FALSE;
if (!gCampActive)
{
// Handle selected weapon
if (gKeyTrg & gKeyLeft)
{
--gSelectedArms;
bChange = TRUE;
}
if (gKeyTrg & gKeyRight)
{
++gSelectedArms;
bChange = TRUE;
}
if (gKeyTrg & (gKeyUp | gKeyDown))
{
// If there are any items, we're changing to the items section, since the weapons section has only 1 row
if (item_num != 0)
gCampActive = TRUE;
bChange = TRUE;
}
// Loop around gSelectedArms if needed
if (gSelectedArms < 0)
gSelectedArms = arms_num - 1;
if (gSelectedArms > arms_num - 1)
gSelectedArms = 0;
}
else
{
// Handle selected item
if (gKeyTrg & gKeyLeft)
{
if (gSelectedItem % 6 == 0)
gSelectedItem += 5;
else
gSelectedItem -= 1;
bChange = TRUE;
}
if (gKeyTrg & gKeyRight)
{
if (gSelectedItem == item_num - 1)
gSelectedItem = (gSelectedItem / 6) * 6; // Round down to multiple of 6
else if (gSelectedItem % 6 == 5)
gSelectedItem -= 5; // Loop around row
else
gSelectedItem += 1;
bChange = TRUE;
}
if (gKeyTrg & gKeyUp)
{
if (gSelectedItem / 6 == 0)
gCampActive = FALSE; // We're on the first row, transition to weapons
else
gSelectedItem -= 6;
bChange = TRUE;
}
if (gKeyTrg & gKeyDown)
{
if (gSelectedItem / 6 == (item_num - 1) / 6)
gCampActive = FALSE; // We're on the last row, transition to weapons
else
gSelectedItem += 6;
bChange = TRUE;
}
if (gSelectedItem >= item_num)
gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item
if (gCampActive && gKeyTrg & gKeyOk)
StartTextScript(6000 + gItemData[gSelectedItem].code);
}
if (bChange)
{
if (gCampActive == FALSE)
{
// Switch to a weapon
PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
if (arms_num != 0)
StartTextScript(1000 + gArmsData[gSelectedArms].code);
else
StartTextScript(1000);
}
else
{
// Switch to an item
PlaySoundObject(SND_YES_NO_CHANGE_CHOICE, SOUND_MODE_PLAY);
if (item_num != 0)
StartTextScript(5000 + gItemData[gSelectedItem].code);
else
StartTextScript(5000);
}
}
}
/// Draw the inventory
void PutCampObject(void)
{
static unsigned int flash;
int i;
/// Rect for the current weapon
RECT rcArms;
/// Rect for the current item
RECT rcItem;
/// Probably the rect for the slash
RECT rcPer = {72, 48, 80, 56};
/// Rect for when there is no ammo (double dashes)
RECT rcNone = {80, 48, 96, 56};
/// Rect for the "Lv" text!
RECT rcLv = {80, 80, 96, 88};
/// Final rect drawn on the screen
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
/// Cursor rect array for weapons, element [1] being for when the cursor is flashing
RECT rcCur1[2] = {{0, 88, 40, 128}, {40, 88, 80, 128}};
/// Cursor rect array for items, element [1] being for when the cursor is flashing
RECT rcCur2[2] = {{80, 88, 112, 104}, {80, 104, 112, 120}};
RECT rcTitle1 = {80, 48, 144, 56};
RECT rcTitle2 = {80, 56, 144, 64};
RECT rcBoxTop = {0, 0, 244, 8};
RECT rcBoxBody = {0, 8, 244, 16};
RECT rcBoxBottom = {0, 16, 244, 24};
// Draw box
PutBitmap3(&rcView, PixelToScreenCoord((WINDOW_WIDTH / 2) - 122), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 112), &rcBoxTop, SURFACE_ID_TEXT_BOX);
for (i = 1; i < 18; ++i)
PutBitmap3(&rcView, PixelToScreenCoord((WINDOW_WIDTH / 2) - 122), PixelToScreenCoord(((WINDOW_HEIGHT / 2) - 120) + ((i + 1) * 8)), &rcBoxBody, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, PixelToScreenCoord((WINDOW_WIDTH / 2) - 122), PixelToScreenCoord(((WINDOW_HEIGHT / 2) - 120) + ((i + 1) * 8)), &rcBoxBottom, SURFACE_ID_TEXT_BOX);
// Move titles
if (gCampTitleY > (WINDOW_HEIGHT / 2) - 104)
--gCampTitleY;
// Draw titles
PutBitmap3(&rcView, PixelToScreenCoord((WINDOW_WIDTH / 2) - 112), PixelToScreenCoord(gCampTitleY), &rcTitle1, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, PixelToScreenCoord((WINDOW_WIDTH / 2) - 112), PixelToScreenCoord(gCampTitleY + 52), &rcTitle2, SURFACE_ID_TEXT_BOX);
// Draw arms cursor
++flash;
if (gCampActive == FALSE)
PutBitmap3(&rcView, PixelToScreenCoord((gSelectedArms * 40) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 96), &rcCur1[(flash / 2) % 2], SURFACE_ID_TEXT_BOX);
else
PutBitmap3(&rcView, PixelToScreenCoord((gSelectedArms * 40) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 96), &rcCur1[1], SURFACE_ID_TEXT_BOX);
// Draw weapons
for (i = 0; i < ARMS_MAX; ++i)
{
if (gArmsData[i].code == 0)
break; // Invalid weapon
// Get icon rect for next weapon
rcArms.left = (gArmsData[i].code % 16) * 16;
rcArms.right = rcArms.left + 16;
rcArms.top = ((gArmsData[i].code) / 16) * 16;
rcArms.bottom = rcArms.top + 16;
// Draw the icon, slash and "Lv"
PutBitmap3(&rcView, PixelToScreenCoord((i * 40) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 96), &rcArms, SURFACE_ID_ARMS_IMAGE);
PutBitmap3(&rcView, PixelToScreenCoord((i * 40) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 64), &rcPer, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, PixelToScreenCoord((i * 40) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 80), &rcLv, SURFACE_ID_TEXT_BOX);
PutNumber4((i * 40) + (WINDOW_WIDTH / 2) - 112, (WINDOW_HEIGHT / 2) - 80, gArmsData[i].level, FALSE);
// Draw ammo
if (gArmsData[i].max_num)
{
PutNumber4((i * 40) + (WINDOW_WIDTH / 2) - 112, (WINDOW_HEIGHT / 2) - 72, gArmsData[i].num, FALSE);
PutNumber4((i * 40) + (WINDOW_WIDTH / 2) - 112, (WINDOW_HEIGHT / 2) - 64, gArmsData[i].max_num, FALSE);
}
else
{
// Weapon doesn't use ammunition
PutBitmap3(&rcView, PixelToScreenCoord((i * 40) + (WINDOW_WIDTH - 192) / 2), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 72), &rcNone, SURFACE_ID_TEXT_BOX);
PutBitmap3(&rcView, PixelToScreenCoord((i * 40) + (WINDOW_WIDTH - 192) / 2), PixelToScreenCoord((WINDOW_HEIGHT / 2) - 64), &rcNone, SURFACE_ID_TEXT_BOX);
}
}
// Draw items cursor
if (gCampActive == TRUE)
PutBitmap3(&rcView, PixelToScreenCoord(((gSelectedItem % 6) * 32) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord(((gSelectedItem / 6) * 16) + (WINDOW_HEIGHT / 2) - 44), &rcCur2[flash / 2 % 2], SURFACE_ID_TEXT_BOX);
else
PutBitmap3(&rcView, PixelToScreenCoord(((gSelectedItem % 6) * 32) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord(((gSelectedItem / 6) * 16) + (WINDOW_HEIGHT / 2) - 44), &rcCur2[1], SURFACE_ID_TEXT_BOX);
for (i = 0; i < ITEM_MAX; ++i)
{
if (gItemData[i].code == 0)
break; // Invalid item
// Get rect for next item
rcItem.left = (gItemData[i].code % 8) * 32;
rcItem.right = rcItem.left + 32;
rcItem.top = (gItemData[i].code / 8) * 16;
rcItem.bottom = rcItem.top + 16;
PutBitmap3(&rcView, PixelToScreenCoord(((i % 6) * 32) + (WINDOW_WIDTH / 2) - 112), PixelToScreenCoord(((i / 6) * 16) + (WINDOW_HEIGHT / 2) - 44), &rcItem, SURFACE_ID_ITEM_IMAGE);
}
}
int CampLoop(void)
{
std::string old_script_path;
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
// Save the current script path (to restore it when we get out of the inventory)
old_script_path = GetTextScriptPath();
// Load the inventory script
LoadTextScript2("ArmsItem.tsc");
gCampTitleY = (WINDOW_HEIGHT / 2) - 96;
// Put the cursor on the first weapon
gCampActive = FALSE;
gSelectedItem = 0;
// Compute current amount of weapons
int arms_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
if (arms_num != 0)
StartTextScript(1000 + gArmsData[gSelectedArms].code);
else
StartTextScript(5000 + gItemData[gSelectedItem].code);
for (;;)
{
GetTrg();
if (gKeyTrg & KEY_PAUSE)
{
switch (Call_Pause(1))
{
case enum_ESCRETURN_exit:
return enum_ESCRETURN_exit; // Quit game
case enum_ESCRETURN_restart:
return enum_ESCRETURN_restart; // Go to game intro
}
}
// Handle ESC
if (gKeyTrg & KEY_ESCAPE)
{
switch (Call_Escape())
{
case enum_ESCRETURN_exit:
return enum_ESCRETURN_exit; // Quit game
case enum_ESCRETURN_restart:
return enum_ESCRETURN_restart; // Go to game intro
}
}
if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED)
MoveCampCursor();
switch (TextScriptProc())
{
case enum_ESCRETURN_exit:
return enum_ESCRETURN_exit; // Quit game
case enum_ESCRETURN_restart:
return enum_ESCRETURN_restart; // Go to game intro
}
// Get currently displayed image
PutBitmap4(&rcView, 0, 0, &rcView, SURFACE_ID_SCREEN_GRAB);
PutCampObject();
PutTextScript();
PutFramePerSecound();
// Check whether we're getting out of the loop
if (gCampActive)
{
if (g_GameFlags & GAME_FLAG_IS_CONTROL_ENABLED && gKeyTrg & (gKeyCancel | gKeyItem))
{
StopTextScript();
break;
}
}
else
{
if (gKeyTrg & (gKeyOk | gKeyCancel | gKeyItem))
{
StopTextScript();
break;
}
}
if (!Flip_SystemTask())
return enum_ESCRETURN_exit; // Quit game
}
// Resume original script
LoadTextScript_Stage(old_script_path.c_str());
gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
return enum_ESCRETURN_continue; // Go to game
}
BOOL CheckItem(long a)
{
int i;
for (i = 0; i < ITEM_MAX; ++i)
if (gItemData[i].code == a)
return TRUE; // Found
return FALSE; // Not found
}
BOOL CheckArms(long a)
{
int i;
for (i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == a)
return TRUE; // Found
return FALSE; // Not found
}
BOOL UseArmsEnergy(long num)
{
if (gArmsData[gSelectedArms].max_num == 0)
return TRUE; // No ammo needed
if (gArmsData[gSelectedArms].num == 0)
return FALSE; // No ammo left
if(!gbInfiniteAmmo)
gArmsData[gSelectedArms].num -= num;
if (gArmsData[gSelectedArms].num < 0)
gArmsData[gSelectedArms].num = 0;
return TRUE; // Was able to spend ammo
}
BOOL ChargeArmsEnergy(long num)
{
gArmsData[gSelectedArms].num += num;
// Cap the ammo to the maximum ammunition
if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
return TRUE; // Always successfull
}
void FullArmsEnergy(void)
{
int a;
for (a = 0; a < ARMS_MAX; ++a)
{
if (gArmsData[a].code == 0)
continue; // Don't change empty weapons
gArmsData[a].num = gArmsData[a].max_num;
}
}
int RotationArms(void)
{
// Get amount of weapons
int arms_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
if (arms_num == 0)
return 0;
ResetSpurCharge();
// Select next valid weapon
++gSelectedArms;
while (gSelectedArms < arms_num)
{
if (gArmsData[gSelectedArms].code)
break;
++gSelectedArms;
}
if (gSelectedArms == arms_num)
gSelectedArms = 0;
gArmsEnergyX = 32;
PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
return gArmsData[gSelectedArms].code;
}
int RotationArmsRev(void)
{
// Get amount of weapons
int arms_num = 0;
while (gArmsData[arms_num].code != 0)
++arms_num;
if (arms_num == 0)
return 0;
ResetSpurCharge();
// Select previous valid weapon
--gSelectedArms;
if (gSelectedArms < 0)
gSelectedArms = arms_num - 1;
while (gSelectedArms < arms_num)
{
if (gArmsData[gSelectedArms].code)
break;
--gSelectedArms;
}
gArmsEnergyX = 0;
PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
return gArmsData[gSelectedArms].code;
}
void ChangeToFirstArms(void)
{
gSelectedArms = 0;
gArmsEnergyX = 32;
PlaySoundObject(SND_SWITCH_WEAPON, SOUND_MODE_PLAY);
}